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EVE New Citizens Q&A

 
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Noob vs. Incursion Question

Author
Morgan Strigidae
State War Academy
Caldari State
#1 - 2014-12-04 06:45:41 UTC
I was out cruising in my wicked Merlin this evening and saw the incursion thread pop up. Cool. So I ran off and nearly died a couple of times, but then I came across a beacon labeled "Nation Commander Outpost." When I warped to it, I got a message that my mission was to take out any fleets that were forming, especially commanders. Riiiiight; it's a wicked Merlin, but not that wicked.

But I went to see what was there anyway.

There were no ships, just the beacon and an acceleration gate. It looked like Sansha's pathfinders did their job and this was an entry point for their forces. So I targeted the beacon and clicked my turrets. Then I got a message that if I attacked the peaceful beacon it could affect my standings, etc.

So, I backed off. Should I have taken out the beacon while it was undefended? What about the acceleration gate?

Also, is there any role for a noob fighting incursions? Are T1 frigates just too fragile for that?
Elena Thiesant
The Scope
Gallente Federation
#2 - 2014-12-04 06:51:05 UTC  |  Edited by: Elena Thiesant
No, neither the beacon nor acceleration gate should be shot. Don't know if they'll get you concorded, but they're like the beacon and gate for missions, there so that ships (capsuleer ships) can enter the site and fight Sansha. You no more want to shoot them than you'd want to shoot the acceleration gate leading to a mission that you've been given.

There aren't Sansha ships at the beacon so that casual visitors (like you) don't get blown up in second.

Incursions are group PvE. Battleships usually, battlecruisers can do the smaller sites if well fit, but most of the incursion community want pilots flying battleships.

Nation Commander is, I think , a headquarters site, so typical fleet would be ~ 35 battleships and 5 logistics ships (remote repair ships) to finish the site
ShahFluffers
Ice Fire Warriors
#3 - 2014-12-04 06:55:33 UTC
I know for a fact that Tech 1 frigates are just too fragile for Incursions. I fondly remember a story of how some guy tried to solo an Incursion when they first came out... in a pimped out Marauder (Tech 2 battleship).
I would have loved to have been one of the guys listening to him on audio.

Beyond that... someone else field this man's questions. I got nothing.
Morgan Strigidae
State War Academy
Caldari State
#4 - 2014-12-04 06:59:51 UTC
Elena Thiesant wrote:
No, neither the beacon nor acceleration gate should be shot. Don't know if they'll get you concorded, but they're like the beacon and gate for missions, there so that ships (capsuleer ships) can enter the site and fight Sansha. You no more want to shoot them than you'd want to shoot the acceleration gate leading to a mission that you've been given.


OK. That makes sense. Thanks!

Fighting incursions looks like fun. Maybe in a month or two I'll be up to cruisers and can join in.
Elena Thiesant
The Scope
Gallente Federation
#5 - 2014-12-04 07:30:22 UTC
Morgan Strigidae wrote:
Elena Thiesant wrote:
No, neither the beacon nor acceleration gate should be shot. Don't know if they'll get you concorded, but they're like the beacon and gate for missions, there so that ships (capsuleer ships) can enter the site and fight Sansha. You no more want to shoot them than you'd want to shoot the acceleration gate leading to a mission that you've been given.


OK. That makes sense. Thanks!

Fighting incursions looks like fun. Maybe in a month or two I'll be up to cruisers and can join in.


*Battle*cruisers, mostly battleships, and good core skills are near-essential.

Don't rush. They'll still be there in ~6 months or so.
Elena Thiesant
The Scope
Gallente Federation
#6 - 2014-12-04 07:35:18 UTC
ShahFluffers wrote:
I know for a fact that Tech 1 frigates are just too fragile for Incursions.


A previous corp took a bunch of people out to an incursion to teach them (what it is, how you run it, etc). Biggest ship I had at the time was a cruiser, so I (with the FC's permission) took the little Thorax up, dual 1600 plates and most of the lows fitted with resists. DPS was terrible, but we were there to learn, not max ISK/hr.

Got primaried by Sansha and watched my entire armour bar vanish in a single volley, completely repaired by the logi, then volleyed through a second time and third before the Sansha fleet got to a managable size. Ship survived, barely.
J'Poll
School of Applied Knowledge
Caldari State
#7 - 2014-12-04 09:25:07 UTC
Morgan Strigidae wrote:
I was out cruising in my wicked Merlin this evening and saw the incursion thread pop up. Cool. So I ran off and nearly died a couple of times, but then I came across a beacon labeled "Nation Commander Outpost." When I warped to it, I got a message that my mission was to take out any fleets that were forming, especially commanders. Riiiiight; it's a wicked Merlin, but not that wicked.

But I went to see what was there anyway.

There were no ships, just the beacon and an acceleration gate. It looked like Sansha's pathfinders did their job and this was an entry point for their forces. So I targeted the beacon and clicked my turrets. Then I got a message that if I attacked the peaceful beacon it could affect my standings, etc.

So, I backed off. Should I have taken out the beacon while it was undefended? What about the acceleration gate?

Also, is there any role for a noob fighting incursions? Are T1 frigates just too fragile for that?


First off...If you did the tutorials you would know that the objective is to take that acceleration gate.


Then again, be glad you didn't, as your Merlin would have melted in less then a second from the incursion.


Incursions are intended to be done with a fleet (so together with other people).
And to do them efficiently, you will want a T2 cruiser / BS / T3 fleet.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

J'Poll
School of Applied Knowledge
Caldari State
#8 - 2014-12-04 09:26:59 UTC
Morgan Strigidae wrote:
Elena Thiesant wrote:
No, neither the beacon nor acceleration gate should be shot. Don't know if they'll get you concorded, but they're like the beacon and gate for missions, there so that ships (capsuleer ships) can enter the site and fight Sansha. You no more want to shoot them than you'd want to shoot the acceleration gate leading to a mission that you've been given.


OK. That makes sense. Thanks!

Fighting incursions looks like fun. Maybe in a month or two I'll be up to cruisers and can join in.


Make that a month or 6....

YOu will need VERY good core skills and very good ship skills to get into the good fleets.

As said, they are looking mainly at Battleships / T2 cruiser (Ewar and Logi) / T3 (Ewar and boost) ships which are quite skill intensive.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Cassie Celestis
Doomheim
#9 - 2014-12-05 16:08:35 UTC
As mentioned above if you are looking to get "fast" into incursions choose a logistics cruiser (=healer) you like and train into it. Other pilots will love you and there is always high demand for good logi pilots. Battleships take considerably more time to train.

Easy way to plan your skills for it is opening up the ships info page, choose mastery and progressively aim for tier4. Will take you about/at least 2 months to have enough skills trained to be efficient.( Considering you already have most core skills at 3 )

Also if you are getting into incursions with a specific group, you could join their public channel and ask for advice. (i.e what ship/pilot they are missing/looking for most of the time)

Happy hunting! o/
Morgan Strigidae
State War Academy
Caldari State
#10 - 2014-12-06 06:40:28 UTC
Thanks for the advice, everyone!

J'Poll: First off, I've learned a lot from your posts on other threads, and I really appreciate all your comments and advice in the newbies forum. That said, I'm only one month in, and I'm an old wargamer. Incursion to me (before this thread) meant I'm playing defense; the enemy is invading our territory and we need to go stop them.

Now, I ran all the training missions, and on a mission I figured out (it was hardly intuitive) to take the acceleration gates. But if I can take them, why can't pirates? As a matter of fact, in RL, that's exactly how an airborne incursion / invasion works: First you send out pathfinders to mark landing zones and place beacons, then you send aircraft to drop men & material. The beacon and acceleration gate, coming from my background, look like exactly what the first stage of an enemy invasion should look like, and it would be quite natural to destroy the beacon and gate to prevent the enemy from using them.

So now, through the generosity of the commenters here, I know better. But I know because you told me, not because it's obvious.

Elena, J'Poll, & Cassie: Thanks for the advice on what to train for & expect. I think I'll start training toward logi cruisers just to get in on the action. I don't mind being support for a while. Watching how experienced operators work can be quite an education in itself.

J'Poll
School of Applied Knowledge
Caldari State
#11 - 2014-12-06 10:37:24 UTC
Please...please.

For the love of what ever you preach too. STOP comparing EVE to Real Life. It is a freaking GAME.

A huge difference, unless you really have no life.

The list of stuff working different in the game compared to RL is huge...
Cause if it all worked as RL, we wouldn't need the game.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Morgan Strigidae
State War Academy
Caldari State
#12 - 2014-12-06 15:42:55 UTC
J'Poll wrote:
First off...If you did the tutorials you would know that the objective is to take that acceleration gate.


I was responding to your comment and explaining why I misunderstood how incursions worked. That's all.

Anyway, thanks.
J'Poll
School of Applied Knowledge
Caldari State
#13 - 2014-12-06 17:48:55 UTC
Morgan Strigidae wrote:
J'Poll wrote:
First off...If you did the tutorials you would know that the objective is to take that acceleration gate.


I was responding to your comment and explaining why I misunderstood how incursions worked. That's all.

Anyway, thanks.


Acceleration gate means you are dealing with a multiple room setup and thus need to get into the rooms.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Forest Archer
State War Academy
Caldari State
#14 - 2014-12-07 01:41:42 UTC
Morgan Strigidae wrote:
J'Poll wrote:
First off...If you did the tutorials you would know that the objective is to take that acceleration gate.


I was responding to your comment and explaining why I misunderstood how incursions worked. That's all.

Anyway, thanks.


Short and sweet here we go Acceleration gates over all is a method to have you enter a (dungeon) as you would in other games, as for incursions they are invasions by Sansha into space not controlled by them. Each site is its own variation but in general a staging location. Overall you are playing defense and destroying the mothership causes the Sansha to retreat. Please see the Lore if you have more questions on background.

Always willing to help all you have to do is ask, though if you're in the other fleet I may not help the way you want. Just a heads up. Pub Channel: Lost Souls Trading Post

James Baboli
Warp to Pharmacy
#15 - 2014-12-07 10:18:21 UTC
Howdy friends.

A buncha people have told you a buncha things. I will say my say as an incursion FC.

here goes.

If you want to fly incursions. Crash train to t2 shield or armor resist modules, and then join the channel "Incursion public". Pick a channel from their message of the day that sounds good, I recommend OIC for Armor, and the soon to launch TRAIN INC for shield and then find the official fitting list. Figure out what on that list looks fun to fly, preferrably a t1 battleship or battle cruiser if you want to do it fast. Crash train to be able to sit in the hull, and use the t1 guns and utility modules (propulsion, tracking computers, target painters, whatever) and then fit it all up as close to their posted fit as you can. Then link your fit in the channel, and politely ask if it meets requirements.

If you are really new, and are polite and friendly, someone will likely throw the isk or the hull at you, which greatly reduces the amount of grinding isk to get the ship itself.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Morgan Strigidae
State War Academy
Caldari State
#16 - 2014-12-08 07:56:50 UTC
Thanks, Forest.

James: That's very useful advice. I appreciate it.
Toshiro Hasegawa
Blackwater USA Inc.
Pandemic Horde
#17 - 2014-12-09 18:48:05 UTC
there are some incursions that need a fast moving ship to do stuff at the right time
incursion runners also sometimes employ scouts to keep on eye on gates - see which are already being run etc...

so there are a couple of roles for non big ships with big guns .. but that depends on the community you are running with.

for the most part you need a whole bunch of skilled up players in expensive ships with expensives moduals to do incursions.

I am not a good person as a example but for what its worth i just lately got into doing a few incursions .. as my toon is not a dmg dealing specialist i was missing some of the top end skills required to do incursion set ups right .. fixing that now .. to get all the skills needed will take a lot of time .. 6 months on the short side would think unless you rush stuff .. and in that case you will have issues with cap / cpu / tank / dmg.

History is the study of change.

James Baboli
Warp to Pharmacy
#18 - 2014-12-09 22:26:47 UTC
Toshiro Hasegawa wrote:
there are some incursions that need a fast moving ship to do stuff at the right time
incursion runners also sometimes employ scouts to keep on eye on gates - see which are already being run etc...

so there are a couple of roles for non big ships with big guns .. but that depends on the community you are running with.

for the most part you need a whole bunch of skilled up players in expensive ships with expensives moduals to do incursions.

I am not a good person as a example but for what its worth i just lately got into doing a few incursions .. as my toon is not a dmg dealing specialist i was missing some of the top end skills required to do incursion set ups right .. fixing that now .. to get all the skills needed will take a lot of time .. 6 months on the short side would think unless you rush stuff .. and in that case you will have issues with cap / cpu / tank / dmg.

I've gotten players into properly built out t1 battleships that made minimum standards for VGs within 40 days of them subbing their account. It takes crash training hard, but it can be done, and they rapidly improve as they then begin to "pick the low hanging fruit" by grabbing all of the support skills they glossed over to get the 4-5 t2 module they need, the ability to sit in a battleship and use meta 4 guns appropriate to the hull.

Now, getting into a logistics ship is a much different story.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Veers Belvar
Swordmasters of New Eden
#19 - 2014-12-09 22:41:21 UTC
Few things, an "NCO" site is a Vanguard site, meant for fleets of 8-12 players, with 2 or 3 of them being Logistics ships. Incursions can certainly be run in T1 battleships with 60 days or so of skill training. See the great guide at http://wiki.eveuniversity.org/Preparing_for_Incursions

Probably the easiest community to break into with a T1 battleship is Warp to Me. Join their channel at "Warp to Me Incursions" in game, and fit exactly according to the fits on the website. Fun and ISK will surely follow.